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PiezPiedPy

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Everything posted by PiezPiedPy

  1. @Gordon Dry I can see one relationship in those numbers, water storage in the planner seems to 3.75 times the value of the volume in both your configs ??
  2. @Gordon Dry Tbh looking at that snippit seems Kerbalism is not the problem, probably whatever mod Sentinel Mission is tied too.
  3. @The Aziz Does the trajectory appear if you zoom out? Also does the in-flight trajectory work? Try without OpenGL, Trajectories has not been written with OpenGL in mind
  4. Ooops my bad, your right, critical are toast Still a WIP (Work in Progress) be patient. btw more pages where just added
  5. Did you install Community Resource Pack (CRP) Kerbalism requires it
  6. An Kerbal on EVA can fix some failures and an engineer on EVA can fix all failures.
  7. @The Aziz Does the same thing happen when you don't use the Old Gui ? Does the App Button colour change when you toggle Show trajectories ? Can you post your output.log
  8. Try the usual deleting the Kerbalism folder and the MM files except the MM dll then reinstall Kerbalism. Also if you have a Steam install validate it For those who are not aware that there is a Discord server for Kerbalism, here you go https://discord.gg/NgFawe4
  9. @The AzizTry the latest v2.2.1 release for KSP 1.3.1 here https://github.com/neuoy/KSPTrajectories/releases/tag/v2.2.1 and let me know how you get on, I also suggest deleting the GameData/Trajectories folder before installing a newer version.
  10. Try deleting the Kerbalism folder and the MM files except the MM dll then reinstall Kerbalism For the Habitats to inflate you will need a pressure controller, and enough nitrogen and O2 to fill them, don't forget EC too, then just wait for them to expand, adding extra pressure controllers will expand them quicker, it can take a while with just one, for example Kerbalisms Gravity ring will take approx. 3 days to inflate with a single Mk1 pod pressure controller. Kerbalism uses the parts bounding box to calculate volume if the part has no Habitat module
  11. When calling CommNet.CommNetVessel.InPlasma I get a StackOverflowException in C# with just a simple if statement variable v is a reference to a Vessel and all access to v.connection works as expected until the if (v.connection.InPlasma) statement.  // are we connected to DSN if (v.connection.IsConnected) { return new ConnectionInfo(v.connection.ControlPath.First.hopType == HopType.Home ? LinkStatus.direct_link : LinkStatus.indirect_link, ext_rate * v.connection.SignalStrength, v.connection.SignalStrength, ext_cost, Lib.Ellipsis(Localizer.Format(v.connection.ControlPath.First.end.displayName).Replace("Kerbin", "DSN"), 20)); } // is loss of connection due to plasma blackout else if (v.connection.InPlasma) // calling InPlasma causes a StackOverflow :( return new ConnectionInfo(LinkStatus.blackout); Log output is: [EXC 12:26:21.322] StackOverflowException: The requested operation caused a stack overflow. CommNet.CommNetVessel.get_InPlasma () with none of the usual debug info like the filename and line number etc you usually get with exceptions. I suspect this is an error in KSP's code. Using reflection to access the private field inPlasma gives a correct value. Also posted here:
  12. @Maestro22 @maja FYI Kerbalism removes the ModuleGenerator and replaces it with its own module. There is a Discord for Kerbalism if you want to discuss how this issue can be fixed with maybe Kerbalism API access, assuming Kerbalism is the problem. https://discord.gg/NgFawe4
  13. @blowfish is there a way to have a fuel type not be able to be switched to due to a required Tech not being met ? The reason I ask is I have a problem with supporting CryoTanks for Kerbalism in that LH2 should only be available once the Advanced Fuels Tech is researched. The problem arises when CryoTanks adds fuel types to most tanks making LH2 available before the Advanced Fuels Tech is researched.
  14. That wiki you are referring to is for the old Kerbalism. This forum thread is in a way Kerbalism Continued although it is named Kerbalism for which there is no Wiki yet (it is in the process of being put together though). Configurable modules can only be configured in the editor, once the vessel is launched the equipment is set in the state you designed it in, you can however turn on/off individual modules in a crafts parts. Disabling habitat for a habitable part will vent the atmosphere in the part and any CO2/Moisture contained in its atmosphere. Reenabling a parts Habitat will take atmosphere from the whole craft along with any CO2/Moisture content, pressure for the craft will drop and will need re-pressurizing. The answer depends on a lot of factors, in some cases the extra mining choices will mean a yes whereas the rebalanced greenhouse will mean a no, your best bet is to read the CHANGELOG.md and decide for yourself.
  15. @jpkerman Thanks, be careful with EVA, there is a bug where the scrubber fails to work more than a few mins, it has been fixed for the next release or you could download the dev build from GitHub and have the fix now
  16. Yes, also there is an upgrade that adds a slot, you will find it in the electronics section of the tech tree
  17. A Kerbal suit when put on will contain the CO2 already in the pod, it does not magically scrub the CO2 instantly. Venting a crewed habitat is not possible because you will kill the crew as they have no suits on. Maybe I can add a button to the pod tooltip to enable venting from the exterior of the pod but you will still have to wait for pressurization or your Kerbal will die if you enter the pod with no atmosphere. There is no possible way to vent a crewed habitat by assuming they have there helmet on as it will break the rule for breathing and the scrubbers, the scrubbers for Habitat and EVA are two separate processes tied to the parts, It would take quite a bit of work to Kerbalism mechanics to get around this problem. Do you people not know how to manage your vessel habitation requirements
  18. @lordcirth v1.6.0 Kerbal's these days are quite handy with a spanner and some pipes
  19. @tarkhil The Greenhouse is intended to support 0.5 Kerbal based on design targets from the Prototype Lunar Greenhouse https://www.ag.arizona.edu/lunargreenhouse/MidReviews.html so you will need 2 Greenhouses per Kerbal for them to survive 210 days, each harvest is every 200 days. Also remember to have Food for the 200 days before harvest, approx.1325 units per Kerbal.
  20. @sarbian Would you be able to add temp variables syntax to MM that are internal/local to a patch but are not added to a node, key , value etc eg: @PART[*]:HAS[@MODULE[ModuleGimbal]] { `temp = 23 // this would not be added to the part but only for temporary storage of a value @range *= `temp `somevalue = #$speed$ `somevalue += 200 `somevalue /= `temp @topspeed = `somevalue } I hope you understand what I'm trying to explain btw I used the ` character as just an example, any other character that is not already used in syntax could be used. Also an If-Then-Else type of syntax would be nice.
  21. @KarmaLarma There is no support for Wild Blue Industries yet so there will be missing Habitat Modules in the parts, hence Kerbalism will be trying to estimate the parts volume via the parts bounding box, which will probably be deflated when it does so, meaning the volume will be smaller than an inflated part. anyone out there want to create a support file. @Gordon Dry Good point
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